A lot of code in codegen was used by previous GLSL system. Now most of it is not used due to all the things being written from scratch in 2.8 and we can clean most of it. As a side not this make the system a bit less flexible (no support for cubemaps, preview image, etc...) but can be extended again.
208 lines
5.8 KiB
C++
208 lines
5.8 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_codegen.h
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* \ingroup gpu
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*/
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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "GPU_material.h"
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#include "GPU_glew.h"
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struct ListBase;
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struct GPUShader;
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struct GPUOutput;
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struct GPUNode;
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struct GPUVertexAttribs;
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struct PreviewImage;
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/* Pass Generation
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* - Takes a list of nodes and a desired output, and makes a pass. This
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* will take ownership of the nodes and free them early if unused or
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* at the end if used.
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*/
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typedef enum GPUDataSource {
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GPU_SOURCE_OUTPUT,
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GPU_SOURCE_CONSTANT,
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GPU_SOURCE_UNIFORM,
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GPU_SOURCE_ATTRIB,
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GPU_SOURCE_BUILTIN,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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} GPUDataSource;
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typedef enum {
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GPU_NODE_LINK_NONE = 0,
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GPU_NODE_LINK_ATTRIB,
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GPU_NODE_LINK_BUILTIN,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE_BLENDER,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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} GPUNodeLinkType;
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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bool tag;
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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GPUNodeLinkType link_type;
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int users; /* Refcount */
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union {
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/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
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float *data;
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/* GPU_NODE_LINK_BUILTIN */
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GPUBuiltin builtin;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **coba;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTRIB */
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struct {
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const char *attribname;
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CustomDataType attribtype;
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};
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct {
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struct Image *ima;
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struct ImageUser *iuser;
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bool image_isdata;
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};
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};
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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GPUNode *node;
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GPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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GPUNode *node;
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GPUType type; /* datatype */
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GPUNodeLink *link;
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int id; /* unique id as created by code generator */
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GPUDataSource source; /* data source */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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/* Content based on GPUDataSource */
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union {
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/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
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float vec[16]; /* vector data */
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/* GPU_SOURCE_BUILTIN */
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GPUBuiltin builtin; /* builtin uniform */
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/* GPU_SOURCE_TEX */
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struct {
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struct GPUTexture **coba; /* input texture, only set at runtime */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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bool image_isdata; /* image does not contain color data */
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bool bindtex; /* input is responsible for binding the texture? */
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int texid; /* number for multitexture, starting from zero */
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GPUType textype; /* texture type (2D, 1D Array ...) */
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};
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/* GPU_SOURCE_ATTRIB */
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struct {
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char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */
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int attribid; /* id for vertex attributes */
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bool attribfirst; /* this is the first one that is bound */
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CustomDataType attribtype; /* attribute type */
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};
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};
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} GPUInput;
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struct GPUPass {
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struct GPUPass *next;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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unsigned int refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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};
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typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass_new(
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GPUMaterial *material,
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GPUNodeLink *frag_outlink, struct GPUVertexAttribs *attribs,
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ListBase *nodes,
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const char *vert_code, const char *geom_code,
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const char *frag_lib, const char *defines);
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struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
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void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes);
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void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
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void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
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void GPU_pass_compile(GPUPass *pass, const char *shname);
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void GPU_pass_release(GPUPass *pass);
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void GPU_pass_free_nodes(ListBase *nodes);
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void GPU_inputs_free(ListBase *inputs);
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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/* Material calls */
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const char *GPU_builtin_name(GPUBuiltin builtin);
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat, int size, float *pixels, float *row);
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#endif
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